Who’s Got Game?
Last January, I took a class called Gaming and Media Design for Learning. I certainly changed my view of how games are being used in the classroom. I hope you learn about these emerging teaching tools during my discussion this week.
We know that games are motivational and engaging for students. Beyond attitudes, how are games successful with students? Eliot Masie said games teach students to “fail to success”, meaning that students fail, keep trying until they succeed in a safe environment. Thinkport offers an easy overview of games in education (as an aside, Thinkport offers wonderful resources, such as virtual field trips). View the Wide Open Doors site for more facts about how frequently students play games. Some believe games improve cognitive abilities, motor development and social development as well. Some leaders in the Digital Game Based Learning field are Richard Van Eck and Marc Prensky. I found a blog that states how in Scotland children are going to be taught game design in school.
Games are not just about multiplication facts practice anymore. Massive MultiPlayer Online Role Playing Games (MMORPGs) are games that have an interactive environment or “world”. The world continues even when you are not playing the game, which contributes to the highly addictive nature of these games. These games require a high level of skill. I found several essays that discuss how these games apply to education. Some examples of educational MMORPGs are Revolution and Tale of the Desert. There is also a movement for serious games, which are games that aim to solve complex real life problems.
Of course, there are oppositions to games in education. “Skill and drill” type games are bad for students, games are for play only, and the negative effects of the video game culture are arguments against gaming in the classroom.
For this week’s discussion, think about and respond to:
What are your experiences with computer game playing in and out of the classroom?
What are some advantages to game playing in the classroom?
What issues do you see related to digital game based learning in the classroom?
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Today’s world is digital world, everything is digital. Popularity of digital games is also increasing by leaps and bound. Yesterday I read an article http://www.octanmen.com/articleDetail.aspx?Id=497, I think this is the real at present picture of digital gaming world.
Posted April 22, 2008, 5:22 amHi Sherry,
Every night, after I’ve finished my other work, I play some card games. I match wits with myself and keep track of how quickly I solve any number of the games. I have a timed score of .36 for Free Cell, .43 for Traveler right now. I play about 6 others and I always want to better my scores! : ) I think games can be quite beneficial if only for the statement you have that students continue to be “in the game” until they succeed. That engages them and keeps them motivated. Having games for academics is terrific I think. They do all the work and “keep at it” until they win! And why not have games that do that? It’s healthy. I believe that learning is a game and we need to do whatever it takes to either get our students into it, or keep them into it! Neat topic, Sherry. Thanks!
Sue
Posted April 22, 2008, 8:30 amI forgot something. Here is a website for some interesting games:
http://www.murray.k12.ga.us/teacher/kara%20leonard/Mini%20T%27s/March%20Mini%20T-Games/Games.htm
See you.
Sue
Posted April 22, 2008, 8:31 amGame On!
Sherry, What a fund topic! Thank you. I found two more articles on this topic. Patricia Deubel argues that games can be effective in the classrooms in her article, Game On! Also, Students Motivation and Learning of Science in a Multi-User Virtual Environment by Harvard Graduate School of Education provides evidence of increase in student engagement and depth of content understanding.
I agree to some aspect that the game would actively engage students and students lean through experience and thus supporting the constructive theory. The game would have to be a good one. The three concerns of teachers listed at the end of the first article were the following; foals of the game not meeting the learning objective, violence in the game, and the game my not meet the state standard. I don’t see these as legitimate concerns. It is the teachers’ responsibility to make sure that the games do meet the standards. If it doesn’t, don’t use it. I like the River city software that was used in the second article research. I would love to view it and try it. I incorporate Chicago River water quality testing in the curriculum so the research was intriguing to me.
I don’t think games should be the centered activity in every subject and in every subject topic. However, if used appropriately, it would be a great learning/teaching tool. Just as the e-learning discussion, some students would learn better through it and some won’t. We must have different types of instructions.
I was at Brookfield Zoo in Illinois with my family over the weekend. The wolf exhibit has cameras set up for visitors to control and to view the wolves on the TV monitor. The visiting kids were having a great time with the cameras and I thought they were probably making better observations by searching for them than if they were just looking. The kids can zoom in and use different cameras around the exhibit. It was cute because the wolf can be in sitting in front of them (through a window) but they would rather see them through the camera.
Current Science magazine had an article about doctors and researcher designing games for young cancer patients. The kids would virtually enter a cancer patient and destroy the cancer causing things. The article discussed about patients understanding their disease and how the game gave them feeling of empowerment.
I don’t think kids should expect to play games in the classroom. Especially in science, the experience of doing a lab with your own hands and eyes are irreplaceable. Also, the game my speed up the chemical reactions and eliminate possible experimental errors. Students need to learn that learning doesn’t always have to be fun. With that said, I am interested in looking for some good “games” for my students like River City.
Posted April 22, 2008, 8:38 amThis topic is interesting. I think that the educational value of gaming is often downplayed. I recall in the early 1990’s when there was an explosion of educational games available on disk. But these experiences were limited to a student at one computer. Now we have a chance to capitalize on the collaboration and interactivity of online gaming environments.
I have found myself reconnected with friends from around the country as we all get together online to play some of these games. We get to see one another’s avitars and communicate within this world of running around and virtual space and shooting things.
Chris Dede has a very interesting project called River City, as Sachiko points out. this is really a virtual learning space with a lot of potential. This world is built on the ActiveWorlds technology.
We offer several gaming classes here that are aimed at developing computational skills, computer language skills,a nd problem solving. I hope that some of the learning gained in these worlds can be translated to the K-12 learning environment.
Posted April 22, 2008, 1:00 pmWhat are your experiences with computer game playing in and out of the classroom?
I am not a classroom teacher therefore I have no firsthand knowledge or experience with computer gaming in the classroom. I do however have a 22 year old and 18 year old who have grown up with computer gaming their whole life. We have purchased more new gaming systems than I care to admit. The latest one we have in our house is the Xbox 360, which will probably be the last, at least on mom and dad’s dime. I had to put my foot down when PlayStation 3 came out.
My 18 year old averages at least an hour a day on either his Xbox 360 or his laptop computer simply playing computer games. Through his Xbox360 which he usually plays online he has virtually connected with teens from all over the world. A portion of his paycheck from his part-time job goes toward the purchases of the latest video game out on the market.
My 22 year old on the other hand, who is away at college, took the older version of the Xbox with him away to school. I know he spends time playing at least a few rounds of Tiger Woods PGA Tour on a pretty regular basis.
What are some advantages to game playing in the classroom?
Gaming in the classroom allows for engaging activity to take place directly in the classroom. Teachers everywhere are bringing computer games into the classroom to stimulate student’s interests and to motivate them. Here is what one student had to say about his experience with gaming in the classroom.
“Gym was “horrible, absolutely horrible,” says Carte, who now supplements traditional physical exercise by working up a sweat moving to a game called Dance Dance Revolution. “I was like, ‘O.K., I’ll see what it’s about before I start hating it.’ But I really liked it.”
http://www.businessweek.com/magazine/content/06_08/b3972100.htm
Gym class which used to be a horrible experience for this student is now an enjoyable one.
“Once integrated into pedagogy, game programs won’t be used as a “fun ‘add-on’ or bonus for when you complete your work, but as a full-fledged part of the class,” said Eric Klopfer, director of the Teacher Education Program at MIT and assistant professor in urban studies and planning”.
http://web.mit.edu/newsoffice/2003/educade.html
What issues do you see related to digital game based learning in the classroom?
I think that gaming in the classroom could require quite of bit of monitoring making sure that students didn’t get off task. However if the student is truly engaged in the activity then I really don’t see this as an issue.
I loved your topic!
Posted April 23, 2008, 1:52 pmSherry, not only is this a fun topic, but quite timely in the library world. If we’re not talking and walkin’ Web 2.0, the buzz is gaming.
Two nights ago, on my way home, NPR had a small news piece on games. Some public libraries in Michigan have 100s of video games for check-out and one has more than 1800 games. They use games to entice teens into the library; they have monthly competitions. One librarian even said that as the kids wait their turn for the tournament, they are actually reading books and magazines! Here’s the URL for this podcast:
http://www.npr.org/templates/story/story.php?storyId=19141461
There’s even a web site, Game On: Games in Libraries (http://libgaming.blogspot.com). Today’s post includes a link to the American Association of School Libraries (AASL) about the curriculum allignment with the AASL Standards for the 21st Century Library Learner. These include critical thinking, drawing conclusions, ethical participation, and pursuing personal growth.
Sachiko’s story about Brookfield Zoo and wolf exhibit seems to me to be a better way to observe their habitat. Also, I’m so intrigued with the games for young cancer patients; wouldn’t this be empowering.
Personally, I don’t have experience with virtual games. My kids played Mario for awhile, but we are not into this experience, even though some of their friends are. I do know one recent college grad who creates the video background for the games. I mean, is that a great job or what?
Posted April 24, 2008, 11:04 amThank you all so much for your comments. They have really added to the discussion. What does everyone think about MMORPGS in education? How could you see them used? Those games really facinate me.
Posted April 24, 2008, 5:27 pmI have problems with the students playing video games at school. Not only is the bandwidth needed a real impediment but if the games are not structured and curriculum related, then they are a waste of resources. Unfortunately, I see teachers doing this all the time. They often give the students “free choice” as a reward and that sometimes includes the internet. As you have pointed out, there are some wonderful opportunities out there for gaming that includes learning but I see little evidence of it at school.
My son – who turned 14 yesterday – was desperate for a subscription to Runescape a few years ago. He was a reluctant reader and writer so I made him write a proposal as to why he should have such a thing. After weeks of drafts and editing, I bought the subscription for him. In the meantime, he discovered medieval fantasy novels and away he went! Now I can’t stop him from reading! Gaming is still a big part of his life but it is more balanced.
Posted April 26, 2008, 8:13 amGreat post, Sherry – I am wondering about games such as second life and Sim city for my students. I am hoping to take the new PLS course about incorporating computer games as a way to meet stated outcomes. I think that will show me ways to use the games that are within the bounds of schoolwork. Kids are so tech savvy now a days that they could be doing anything on a game and we wouldn’t know it.
Sarah
Posted April 26, 2008, 2:03 pmI think one of the reasons that gaming has not taken off very quickly in the schools is that we when hearing gaming we always think of the students who are playing Pacman when they are supposed to be doing research or typing a paper. Keeping students on task instead of “sneaking off” to play games is often a problem in the computer lab. But yet I used the old Oregon Trail and Sim City when I once taught history classes and it was effective. I have heard of good uses of Second Life in the classroom and also stories of students who have become very addicted to it or have abused it. I have to say that it was fascinating to look at Revolution which you referenced above and think how the students would be engaged using it. What a fun way to learn about that time period in history! It’s an area of technology that I need to learn more about and how to effectively integrate it into lessons.
Posted April 26, 2008, 5:26 pmMy instincts on gaming tell me there is a lot to be gained by using it in the classroom. One of the advantages of having young kids is having a second childhood. The games we play in the household are a mix of game console (PS2, Wii), and traditional card or board games. My kids love both. The problem solving, the strategy, the social interaction, the fun; games in general get a big thumbs up.
In the sixth grade classroom, I have used several ‘games’ for educational benefit. The Tom Snyder Decisions, Decisions products are excellent for the one-computer classroom. Set up as simulations played like a game, these cooperative learning experiences are high in interest, critical thinking, and content. I have used others; zapitalism, profitania, gazzillionaire to teach economic principles.
My experience in using ‘games’ in the classroom is positive. I am aware of some potential pitfalls; students taking it too seriously, unethical gameplay, too much time…all seem to be recurrent.
I am not familiar with MMORPGs, and am interested in learning more.
Posted April 28, 2008, 4:51 pmI agree that games have an educational value. Students love playing them. Why, then do we not use them? I don’t use them because it is quicker to cover the material without them. The increase in content and decrease in class time has meant that some of the fun activities haved needed to go. Also, it takes time to develop these games. I love the Jeopardy templates but I don’t love the time that it takes me to create them!
Thanks for your post and all of the references!
Posted April 28, 2008, 5:12 pm